Difference between revisions of "The Serpent Wars"

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[http://forum.rpg.net/member.php?61019-legopaidi legopaidi] playing The Forest Witch
 
[http://forum.rpg.net/member.php?61019-legopaidi legopaidi] playing The Forest Witch
  
[http://forum.rpg.net/member.php?58858-Thane-of-Fife Thane of Fife] playing Iraedra, Paladin of Mystra
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[http://forum.rpg.net/member.php?58858-Thane-of-Fife Thane of Fife] playing [http://wiki.rpg.net/index.php/The_Serpent_Wars#Iraedra Iraedra], Paladin of Mystra
  
 
[http://forum.rpg.net/member.php?4239-Madcat Madcat] playing a bard
 
[http://forum.rpg.net/member.php?4239-Madcat Madcat] playing a bard

Revision as of 10:11, 28 August 2014

Summary

A game wiki using Peril Planet's FU rpg (Freeform Universal roleplaying game) by Nathan Russell. This Wiki page is for storage and journaling of game material for “The Serpent Wars” campaign set in the Vilhon Reach area of the Forgotten Realms.

The recruitment thread is found here.

Players

Phantom Grunweasel playing Anton de Mathesio

legopaidi playing The Forest Witch

Thane of Fife playing Iraedra, Paladin of Mystra

Madcat playing a bard

Sources

The campaign will draw upon very few setting sources, allowing for growth and the possibility to change canon. These include:

Player Characters

Anton de Mathesio

Concept: Dashing Amnish Swordsman, Disgraced Noble and Fledgling Wizard


Body: Lithe

Mind: Curious

Edge: Swashbuckling swordsmanship (flourishes, swinging from chandeliers, witty ripostes)

Flaw: Over-eager and impulsive

Gear:

  • Family Sword
  • Magical Charm (at least, the gnomish street peddler who sold it to him assured him it was magical, though it has yet to display any eerie sorcerous qualities) (note: whether this is anything other than a symbol of Anton's gullibility is up to the GM)

Description. House de Mathesio was a rising mercantile house in Amn, owning interests in the shipping trade to Maztica as well as various forests and mines in the country’s interior. However, the scion of the family, Anton, was something of a disappointment to his hardheaded parents. From his earliest years, he was fascinated by stories of magic and enchantment –even though, in magic-fearing Amn, these cautionary stories inevitably ended in tragedy for any who dared to dabble in the forbidden arts.

Anton was always far too wild and restless to learn anything at all of bookkeeping. He had enough natural talent to make a capable swordsman, and his parents were considering sending him to the army on strength of that, when disaster struck. Anton, it was discovered, had been paying a local hedge-witch for lessons in magic and alchemy. The superstitious old woman knew little of the greater arts, and the authorities had more or less turned a blind eye to her practises, but a member of the nobility learning from her was a different matter. Anton’s parents planned to ruin themselves bribing the correct magistrates to allow their son to go free, but Anton had other ideas. He simply slipped away from the family castle one night, planning to make his way to lands further east, where he could finally study magic at will.

Anton is a charming but impractical individual. Besides his passion for magic, he has a generally romantic view of the world, a boundless passion for poetry, and various chivalrous impulses. The truth is that his qualities are not at all suited to the slow and steady study of magic and most potential mentors would reject him out of hand -but perhaps he'll find a way to learn all the same.

Drive. To learn magic and become a wizard.

Hero Point Refresh. 2

Iraedra

Concept: Knightly paladin, devoted to the service of Mystra

Body: Imposing

Mind: Improvisational

Edge: Knowledge of Magic

Flaw: Easily Rattled

Gear:

  • Trusty sword
  • Treasured blue scarf (assuming blue doesn't count as an adjective - if it does, make it blue scarf)

Description. Iraedra does not know the circumstances of her birth. She was raised a slave in Thay, stolen from whomever her parents were when she was but an infant. Developing an understandable distaste for sorcerers while in that land, she eventually slew her owner when he came home drunk, strangling him. She fled justice and struggled to survive in the wild and among the common people of Thay, growing increasingly incensed at the oppression there. Eventually, she was caught by the authorities, and then rescued by a friendly sorceress from a neighboring realm.

Iraedra spent some time struggling with the idea of decent wizards, and on Midnight's ascension, Iraedra was one of the first to be called to service by the new goddess. She has spent the past ten years training and beginning her calling.

Iraedra is a woman who is still learning. She sees it as her duty to learn what it means to be a paladin even as her goddess is learning what it means to be divine. She is open to new ideas and tends to do her best thinking on her feet, but her uncertainty also leaves her a bit prone to being provoked or confused.

She always carries with her her Trusty Sword (Pinnace) and an old blue scarf gifted her by the sorceress who saved her life. She wears it at her hip, in the fashion of the women of Cormyr; but where they wear purple scarves to show they seek romance, Iraedra wears a blue one for her search for her goddess.

Drive. To seek understanding and faith: what is the place of magic in Faerun, and what can she do to serve Mystra?

Hero Point Refresh. 2